##### Behaviours:
# conqueror -> Will they conquer planets from other empires?
# subjugator -> Will they vassalise other empires?
# liberator -> Will they liberate conquered empires?
# opportunist -> Are they more likely to attack someone already embroiled in war?
# uplifter -> Will they uplift and enlighten other species?
# infiltrator -> Will they infiltrate primitives?
# dominator -> Will they invade primitives?
# slaver -> Will they enslave pops?
# purger -> Will they purge alien pops?
# robot_exploiter -> Will they use robots for menial labor?
# robot_liberator -> Will they give rights to robots?
# propagator -> Will they only get aggressive once boxed in?
# multispecies -> Will they give rights to aliens?
# species_mod_priority = {}		define weights for how much the AI should try to modify a given species (root=country, this=species)
# crisis_leader -> Will they fight the crisis and invite others to do so (Fallen Empires special behviour. Emperor/Custodian will behave the same way regardless of this flag.)
# crisis_fighter -> Will they consider fighting the crisis? (If 'no' they will only care about themselves.)
# sneak_attacker -> Will they use cloaked fleets to attack their enemies?

##### Modifiers:
# aggressiveness -> Affects chance of declaring wars, chance of sending insults, and how much % of fleet power is committed to offense (at 0, 50% is committed, at 1 it is more like 75%, at 2 it is 100%; higher values still count extra towards war dec and insult chance)
# trade_willingness -> At 1.0 willingness they will accept a deal that is equally good for both sides
# bravery -> Affects the chance that they will pick rivals & war targets of similar strength instead of picking on the weak
# military_spending -> Affects mineral & energy budget that goes to navies and armies
# colony_spending -> Affects mineral & energy budget that goes to new colonies
# threat_modifier -> Affects how much threat is generated for this empire when others are conquered
# threat_others_modifier -> Afffects how much threat is generated for other empires when this empire is conquered
# friction_modifier -> Affects border friction
# claims_modifier -> Affects opinion penalty from claims

# Ships
# armor_ratio -> Amount of armor they should aim for on ships
# shields_ratio -> Amount of shields they should aim for on ships
# hull_ratio -> Amount of hull boosters they should aim for on ships (if available)
# ship_roles: List of "<ship_size> = <role>" statements; AI will use the corresponding role for that size
# Example:
# ship_roles = {
#	destroyer = gunship
# }

##### Diplomacy:
# federation_acceptance -> Added directly to chance of accepting to form/join a federation
# nap_acceptance -> Added directly to chance of accepting to form a non-aggression pact
# commercial_pact_acceptance -> Added directly to chance of accepting to form a commercial pact
# research_agreement_acceptance -> Added directly to chance of accepting to form a research agreement
# migration_pact_acceptance -> Added directly to chance of accepting to form a migration pact
# defensive_pact_acceptance -> Added directly to chance of accepting to form a defensive pact
# loyalty_acceptance -> As overlord, multiplied by subject loyalty change and added to acceptance of a deal; Low values mean we don't care if subjects are loyal or not, high means we like loyal subjects

##### Diplomacy:
# advanced_start_chance -> Likelyhood of this empire being an advanced start (higher = better chance of being one of empires selected for advanced start)

# NOTE: Weight is additive!

fanatic_purifiers_f93_shrouded_region_crisis = {
	aggressiveness = 0
	trade_willingness = 0
	bravery = 1.0
	combat_bravery = 3

	military_spending = 1.2
	colony_spending = 1.2

	federation_acceptance = -1000
	migration_pact_acceptance = -1000
	loyalty_acceptance = 0.25

	advanced_start_chance = 0

	weapon_preferences = weapon_type_strike_craft
	armor_ratio = 0.5
	shields_ratio = 0.1
	hull_ratio = 0.4

	threat_modifier = 0
	threat_others_modifier = 0
	friction_modifier = 0
	claims_modifier = 0

	behaviour = {
		conqueror = yes
		subjugator = no
		liberator = no
		opportunist = yes
		slaver = yes
		uplifter = no
		purger = yes
		displacer = no
		dominator = yes
		infiltrator = no
		robot_exploiter = yes
		robot_liberator = no
		propagator = no
		multispecies = no
		crisis_fighter = no
		attack_neutrals = no
	}

	allow = {
		OR = {
			is_country_type = f93_shrouded_region_crisis
			has_country_flag = ralis_country_flag
		}
		NOT = { has_ascension_perk = "ap_become_the_crisis" }
	}

	weight_modifier = {
		weight = 40000
	}
}


became_the_crisis_f93_shrouded_region_crisis = {
	aggressiveness = 1.0
	trade_willingness = 0
	bravery = 1.0
	combat_bravery = 0.95

	military_spending = 2.0
	colony_spending = 0.5

	advanced_start_chance = 0

	loyalty_acceptance = 0.25

	weapon_preferences = weapon_type_strike_craft
	armor_ratio = 0.5
	shields_ratio = 0.1
	hull_ratio = 0.4

	threat_modifier = 0
	threat_others_modifier = 0
	friction_modifier = 0
	claims_modifier = 0

	behaviour = {
		conqueror = yes
		subjugator = yes
		liberator = no
		opportunist = yes
		slaver = no
		uplifter = no
		purger = yes
		displacer = no
		dominator = yes
		infiltrator = no
		robot_exploiter = yes
		robot_liberator = no
		propagator = no
		multispecies = no
		crisis_fighter = no
		attack_neutrals = yes
	}

	allow = {
		has_nemesis = yes
		OR = {
			is_country_type = f93_shrouded_region_crisis
			has_country_flag = ralis_country_flag
		}
		has_ascension_perk = "ap_become_the_crisis"
	}

	weight_modifier = {
		weight = 40001
	}

	ai_module_overrides = {
		player_crisis_foreign_minister_module
		player_crisis_military_minister_module
	}
}